
Did you write that program in assembler code?
What would you say how many polygons at the same time
are possible on the 3DO?
Oh, and is there a download link for that demo (encrypted)?
So many questions...

Moderators: 3DO Experience, Devin, Bas, 3DOKid
No, 300 polys per scene, but actually rendered much less - about 150-200 polys (some polys is backface, so skipped).Jones wrote:It looks great!So it uses full hardware 3D acceleration with texture mapping and lighting effects at 300 polygons, right?
No, in C lang. At that demo I dont use any optimisations аnd I made a mistake in the structure of polygons - does not set a flag to start a second corner engine. So that the frame rate in this example is not the maximum.Jones wrote:Did you write that program in assembler code?
I write some perfomance test samples and found that the real rate of pixel processing is about 9.2 million pixels per second. So, if I use 530 polys in scene (32 pix in width and 32 pix in height, 6bpp, distorted) then framerate is about 16-17 frames per second.Jones wrote:What would you say how many polygons at the same time
are possible on the 3DO?
If this is interest for you, I will try to upload that sample a little bit later. Some samples missed now, but I will try to find on my HDD. I just learning 3DO architecture now, so some samples is just stages of this process.Jones wrote:Oh, and is there a download link for that demo (encrypted)?
So realistic numbers are (if I do the maths correctly) about 9.000 texture mapped polygons per second with a 530 polygon scene at 17 fps - that's really good for the 3DO, I think!Nikk3do wrote: I write some perfomance test samples and found that the real rate of pixel processing is about 9.2 million pixels per second. So, if I use 530 polys in scene (32 pix in width and 32 pix in height, 6bpp, distorted) then framerate is about 16-17 frames per second.
This is great, thank you!! Looks even better on real hardware at home!Nikk3do wrote:This sample a little bit different than sample on video. Those sample completely lost, so I reassemble target image from source with small changes.